L L4D2node

Behavior<SurvivorBot>::GetDebugString

0x00917070 · 29 bytes · __thiscall

_ZNK8BehaviorI11SurvivorBotE14GetDebugStringEv

Decompiled

undefined (1 param)

/* Behavior<SurvivorBot>::GetDebugString() const */

char * __thiscall Behavior<SurvivorBot>::GetDebugString(Behavior<SurvivorBot> *this)

{
  char *pcVar1;
  
  if (*(Action<SurvivorBot> **)(this + 8) != (Action<SurvivorBot> *)0x0) {
    pcVar1 = (char *)Action<SurvivorBot>::DebugString(*(Action<SurvivorBot> **)(this + 8));
    return pcVar1;
  }
  return "< NULL action >";
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)